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Seven activity sheets produced by the Institute of Physics (IOP) to accompany the MODEL Project's Cutting Edge Materials video.

Worksheet one takes an overview of the topic. Worksheets two - seven are targeted at specific sections of the video.

Answers to all the worksheet questions are provided in...

In this activity, from the Institution of Engineering and technology (IET), students are introduced to how the present body centric antenna, plus prosthetic technology, could be compared to science fiction ‘cyborgs’. Students are also asked to discuss ethical issues...

This resource from Siemens consists of an interactive online game and some curriculum linked extension resources.  The activities inform students, aged 11 to 16, about various features of the climate crisis and then challenges them to draw all the information together to form an overall view. 

In the game...

Water pushes upwards with a force called ‘upthrust’. (You can feel this if you try to push a light object such as a balloon or aeroboard under water). The shape of a ‘boat’ affects the weight (passengers/cargo) it can hold. The more water that the boat displaces the more it will float and therefore the more weight...

In this activity, aimed at secondary-aged pupils, the students will design a new carriage that is powered by electricity for the King’s coronation. They will consider the design brief and criteria for the carriage before sketching and...

From Practical Action, this resource is an eco-tool used to compare the sustainability of two products or design ideas.

Design for a better world is a design challenge for students aged 11-14 years. It offers students the opportunity to:

  • Learn about the global goals for sustainable development.
  • Access a range of global contexts including water and sanitation, food security and climate action in which to...

In this activity, pupils will use the theme of the London Marathon to respond to a design context, investigate the context on the internet and design a wheelchair for sports use. 

Pupils will consider the use of different search...

Designers must consider how people will interact with their products and systems. The use of ergonomics and anthropometric data allows them to make sure their products are comfortable and efficient to use.

This resource focusses on how ergonomics and anthropometric data can be used to design a product.

Inspired by the Born to Engineer video from Mathew Holloway, this resource uses the Crumble controller, setting students a design challenge that sees them create their own umbilical controlled buggy that can navigate small spaces. Although specific to the Crumble controller, this resource could be used as a design...

In this activity, students will use memory metal wire to create a model of a deployable structure.  The James Webb Space Telescope has several structures that must be deployed in space, including parts of the primary mirror.  Students must create and evaluate a design to enable the primary mirror to fold inside the...

Designing the Future from Siemens is a set of activities which help students to discover the manufacturing process and how digitalisation is making factories smarter.

This resource includes an online interactive game which allows pupils to explore a smart factory highlighting the different areas in the...

This resource requires students to consider the challenges of designing and developing a new sports venue. To make this challenge more manageable, it has been divided into four separate challenges: the site, the structure, the court and the environment. As well as researching and developing ideas, the challenge is...

This suite of student activities, challenges and related resources aims to give students an insight into the roles of engineers following a natural disaster.

The short introductory activities increase students’ awareness of the range of types of natural disaster and the kinds of problems associated with them...

Produced by the Learning and Skills Improvement Service, this activity takes students through a step-by-step approach to understanding the basic principles of distance-time and velocity-time graphs. Working through the activity will help students to:
* Understand the terms distance, time, velocity and...

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